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Light Mech balance


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#21 HaDeZs

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Posted 05 November 2012 - 05:05 PM

Tamerethon is right about everything, well maybe not the light vs atlas. The light should be able to take out an atlas but at such a slow pace it would be better to just cap the base.

The main scout/support mech line is used primarily as DPS and because they are so formidable now. They are mainly running around in the middle of the battlefield distracting and tanking the majority of DPS. Mind you tank and not run around slowly dying. Take a look at what a good organized group do with their lights. They are the ones in the middle tanking while the heavies and assaults take out the other team from far away. And its only in that case where I see TAG and the other support modules used because for them they don't need the lights to be the DPS.

Lights were debuffed and then rebuffed in Closed beta, mainly because noone was playing them due to there being no support modules, bad DPS due to heat issues, then after the buff they were too OP then debuffed with heat values.

Armor values are doubled from tabletop and weapons were balanced. While it might not take one gauss volley to core a light it should take no more than 3 which is below where its at now between FF, lag and other small things.

Edited by HaDeZs, 05 November 2012 - 05:06 PM.


#22 AC

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Posted 05 November 2012 - 05:23 PM

Some of the issue is the game is wrong with respect to momentum. It does not follow real life. ie.

If you are going full throttle, turning should be slower and it should be a larger turning radius. If you cut the throttle in half, you should be able to turn faster. However, that is not the case. If you slow down you turn at exactly the same rate, but you are going forward more slowly so it only seems like your turning sharper. The turn rate is the same at full throttle and no throttle. This makes no sense from a momentum standpoint.

Same goes with speed and turning. A jenner going 120kph should not be able to turn a tighter circle than an atlas going 30kph, but right now that is the case. Light mechs can simply out maneuver anything but another light mech. If I am dead still in an awesome, I should be able to turn in place as fast as a light mech can circle me. But again, that is not the case. They need to do some tuning to the physics system to make it more realistic. Actually being able to get a bead on a light mech would work wonders to balancing out the class.

In fact slowing down to allow faster turning would add more dynamics to the game. Do you go full throttle to try and throw the enemies aim off? Or do you cut speed and get better turning to try and throw them off? I would love to see this system implemented.

Edited by AC, 05 November 2012 - 05:29 PM.






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